Hello World!

Welcome!

Welcome to the Devlog of Code Bread Games! This is a way to document the progress of the projects here at CBG. From the creative process, to the technical design, and even some lessons to be learned, all of this will be captured here. Even though the devlogs that I have researched before starting this usually start when there is more content to the game, I wanted to document the full journey from as early on as possible.

What is Code Bread Games?

CBG is a small indie game studio (population 1 so far) focusing on making interesting and engaging content. That content comes in the form of video games. There are so many creative aspects to creating an interactive experience like a video game. The music, graphics, design, they all come together to create a piece of art that can transcend the screen it lives on. With a background in both coding and music, the projects for CBG allow me to blend my passions together.

What are you working on?

As I write this the first project for CBG is underway. Right now I am working on a transportation simulator game (nicknamed project Atlanta - pending an actual title) built in Unity. I have worked on small prototypes in the past in Unity but those projects don’t come close to matching the scale and ambition of Atlanta.

The challenges started from day one. One of the biggest hurdles I have had to contend with is getting all of the ideas for this project into a format that I can reference and update. I am using a software called Notion as a workspace to keep track of notes and tasks. So far, so good.

Another question to answer is where to begin? I have run some quick and sloppy prototype games before but I really wanted to start this project with longevity in mind. As I complete out the first build of the game, here is what I decided would lay a good foundation for the project going forward:

  • Setting up a Unity project with all of the folders I can think of set up.

  • Setting up a basic play space with rudimentary camera movement controls. This is a top down game so it was fairly easy to do this independent of creating player characters.

  • Embedding an image capture system so that at any point during play, a .gif file can be created and exported. I had wanted to do a screenshot and animated gif capture right away to make my life a lot easier in the long run but the animated gif utility proved to much to wrestle right now so I settled for a simple screenshot process.

  • Enabling a system for UI text based on an external file. This makes localization so much easier as all I have to do is make a new text file (JSON formatted) with the translation and point to it in the game settings and my game is now in a new language!

That about wraps up where we’re at. I hope to have updates out as I finish each group of features. Thanks for reading along!

-CB

Discover & share this Animated GIF with everyone you know. GIPHY is how you search, share, discover, and create GIFs.

Previous
Previous

It’s been a while…